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The Genius Guide to Feats of Divine Might (PFRPG) PDF

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The Genius Guide to Feats of Spellcasting (PFRPG) PDF
Super Genius Games

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Super Genius Games is proud to present our first Genius Guide to feats, Feats of Spellcasting!

New feats for spellcasters should mean more than new metamagic feats. Just as monks, fighters and rogues can use feats to adjust and modify their fighting styles; bards, clerics, druids, sorcerers and wizards should have a range of options that let them adapt their spellcasting ability. Spellcasters may wish to focus on learning new ways to use their elemental spells (such as with Caustic Hex), increase just one aspect of their spellcasting power (perhaps with Far Caster), or master a new kind of magic that only works after the caster’s blood has been spilled (with Blood Mage). While there are a few feats a non-spellcaster could qualify for and find useful (such as Arcane Defense and Sensitive), the focus of this product is giving spellcasters just as many ways to differentiate themselves from every other spellslinger as a rogue has to become different from common cutpurses.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


OWC5012E


Product Reviews (2) Product Discussion (19)

Average product rating: FullStarFullStarFullStarEmptyStarEmptyStar (3.0) based on 2 reviews


FullStarFullStarFullStarEmptyStarEmptyStar Some neat feats for casters.
Reviewer: Dark_Mistress

This product has 7 pages and 28 feats.

The review below pretty much hit on the problems with this product. Some of the feats are very well done and some are kinda clunky. Taken as a whole for the price I give this a solid 3 star, maybe as high as 3.5 but since I can't go by half stars I rated it a 3 star and change.


FullStarFullStarFullStarEmptyStarEmptyStar I was wavering on this one.
Reviewer: KnightErrantJR

I'm squeaking this one in at a three, mainly because of the value of the book. There are a lot of logical feats that make sense, but a lot of them are a bit too complex for what they actually do.

For example, I like the feats that add some extra effect to acid, fire, cold, or electrical spells in exchange for a boost in DC, but the spells that add extra spells based on a theme are kind of a mess.

Also, the feats that allow you to pick up the "other option" for the "bonds" of various classes is kind of nice, but the examples are a bit awkward (for example, the druid picking up a domain as well as an animal).

I'm wondering if it wouldn't make more sense to break out adding, for example, the individual "bonds," for example a separate feat allowing a bonded mount, or a familiar, and leave out the somewhat clunky way of expressing a "less than optimal" sacred weapon, domain, or bonded item.

All in all, its interesting for the price, but I was hoping for a bit more clarity and polish. The production values are nice though.

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